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Lines Matching refs:uniformBlock

420 		const UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex];  in getActiveUniformBlockiv()  local
425 *params = static_cast<GLint>(uniformBlock.dataSize); in getActiveUniformBlockiv()
428 …*params = static_cast<GLint>(uniformBlock.name.size() + 1 + (uniformBlock.isArrayElement() ? 3 : 0… in getActiveUniformBlockiv()
431 *params = static_cast<GLint>(uniformBlock.memberUniformIndexes.size()); in getActiveUniformBlockiv()
435 …for(unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size()… in getActiveUniformBlockiv()
437 …params[blockMemberIndex] = static_cast<GLint>(uniformBlock.memberUniformIndexes[blockMemberIndex]); in getActiveUniformBlockiv()
442 *params = static_cast<GLint>(uniformBlock.isReferencedByVertexShader()); in getActiveUniformBlockiv()
445 *params = static_cast<GLint>(uniformBlock.isReferencedByFragmentShader()); in getActiveUniformBlockiv()
459 const UniformBlock &uniformBlock = *uniformBlocks[blockIndex]; in getUniformBlockIndex() local
460 if(uniformBlock.name == baseName) in getUniformBlockIndex()
462 const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0); in getUniformBlockIndex()
463 if(subscript == uniformBlock.elementIndex || arrayElementZero) in getUniformBlockIndex()
1181 UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex]; in applyUniformBuffers() local
1184 if(!uniformBlock.isReferencedByVertexShader() && !uniformBlock.isReferencedByFragmentShader()) in applyUniformBuffers()
1191 if(uniformBlock.isReferencedByVertexShader()) in applyUniformBuffers()
1196 if(uniformBlock.isReferencedByFragmentShader()) in applyUniformBuffers()
2044 const glsl::UniformBlock &uniformBlock = vertexUniformBlocks[blockIndex]; in linkUniformBlocks() local
2045 if(!defineUniformBlock(vertexShader, uniformBlock)) in linkUniformBlocks()
2052 const glsl::UniformBlock &uniformBlock = fragmentUniformBlocks[blockIndex]; in linkUniformBlocks() local
2053 if(!defineUniformBlock(fragmentShader, uniformBlock)) in linkUniformBlocks()
2889 const UniformBlock &uniformBlock = *uniformBlocks[index]; in getActiveUniformBlockName() local
2893 std::string string = uniformBlock.name; in getActiveUniformBlockName()
2895 if(uniformBlock.isArrayElement()) in getActiveUniformBlockName()
2898 elementIndex << uniformBlock.elementIndex; in getActiveUniformBlockName()
2926 const UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex]; in getActiveUniformBlockMaxLength() local
2927 if(!uniformBlock.name.empty()) in getActiveUniformBlockMaxLength()
2929 GLint length = static_cast<GLint>(uniformBlock.name.length() + 1); in getActiveUniformBlockMaxLength()
2932 const GLint arrayLength = (uniformBlock.isArrayElement() ? 3 : 0); in getActiveUniformBlockMaxLength()